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Crisis And Victory Rework

TheImperialWar#5677TheImperialWar#5677 Registered Users Posts: 46
Ill preface this by saying players should be able to remove certain/all crisis as well as change or remove victory score/date requirements. players should always be in control of how they play their game.

Victory reworked to having the top 3 score by the turn ~160. you can choose to continue playing or start a new campaign after this. reaching the top score gives game rewards and an achievement.

A Crisis happens roughly every 40 years. they have multiple variations and the options change dramatically between early, mid and late game.



Early Game (turn ~40) Crisis focuses on your specific faction or race and helps consolidate and structure your early game.

for example, Boris decides he is the true emperor, causing a massive civil war between all empire factions. they are split into two federations and the winner confederates and unites the empire. vampire and green skin factions can offer support in exchange for a price paid later down the road. you don't have to capture every single settlement; a faction power bar determines the winner.

another example is Karl being taken prisoner by Manfred, enthralling most empire factions. you and a few loyalists must hunt down Manfred and free Karl while Doomstacks of hybrid Imperial/Undead armies assault your base. unique events, heroes, defensive buildings and special armies aid you, and you can keep them after the event if you succeed. or you can ignore Karl and take on the horde single handedly.



Mid Game (turn ~80) Crisis focus on Large Areas and involve multiple races. think Errantry Wars, Waghs, Skaven Infestations, Lizardmen Awakenings, and Beastmen Invasions. you have the choice to temporarily join other local races against the crisis or go at it alone and take advantage of the chaos.

Fun and creative events can also occur after this date such as an Araby Uprising that creates multiple doomstacks in the desert and seas, The Dragon Awakening that empowers the newly expansionist High Elves to retake former colonies all over the world, The Monkey King/Naga invasions to the east and devastating Ogre/Norscan migrations that can be redirected or stopped through events and battles.



End Game (turn ~120) Crisis devastate the entire world. Rise of Nagash and his undead legions corrupting and uniting most undead factions against the living, The Grand Wagh that unites all Greenskins and awakens hidden savage/goblin tribes all over the world, The World Plan as the lizardmen decide to enact a ritual to terraform the planet with the map changing as it proceeds, and other such events.

Another example is an End Times Chaos Invasion that opens fewer portals in pre-deterirmined locations every 5-7 provinces that regularly spawn vast and powerful stacks and are anchored by Doom fortresses which can create corrupted copies of your nearby armies.

Or a war between the remaining Order and Disorder factions in 2 vast federations, with neutral factions free to pick a side or challenge both.



None of the Crisis require you to kill every single army or capture every single settlement, instead each having their own unique requirements that you are free to accomplish or ignore as you wish.

Comments

  • TheImperialWar#5677TheImperialWar#5677 Registered Users Posts: 46
    was reposted since the first got disappeared somehow, and as soon as this goes up the older one reappears.

    can you close this or the other one mods?
  • AxiosXiphos#9040AxiosXiphos#9040 Registered Users Posts: 10,527
    You can always choose to keep playing after victory.
  • ammo2095#8079ammo2095#8079 Registered Users Posts: 1,548
    I like the idea. Although I'm not sure how CA will try to use this, to hard cap factions like Tauroxs BM or WoC. As for the other factions, they should work just fine.

    Still, if CA will go this route, they should try to hard cap ALL strong factions, jot just players. I guess the events could proc with any factions matching or xceeding a high imperium level to slow them down. It's no use trying to slow down one faction to the advantage of a bigger one, that beats the entire purpose of the events.
  • GloatingSwine#8098GloatingSwine#8098 Registered Users Posts: 2,879
    I think the most important thing with the crisis is to avoid sameness.

    The big problem with the Chaos invasion (and replicated in the Kurgans in WH3) has always been that no matter how many stacks you give it you're always fighting the same fight over and over again.

    So I think rather than one big blowout war for all the marbles it would be better to have crisis situations that build up over time hitting you with smaller stacks for a while, possibly in relation to things you're doing (like if you expand really fast, or spend a long time with low public order in non-core regions, or don't manage corruption properly) and then get solved when you either fight a big quest battle (think like Bretonnia's errantry war battles but with more different opponents) or deal with a meaty gang of stacks (but not so many that fighting them becomes a chore).
  • aMint1#4859aMint1#4859 Registered Users Posts: 1,306
    Nothing sounds worse than a Chaos invasion-type event every 40 turns. Obviously if it could be turned off then problem solved but your idea sounds like a lot of development time for something everyone will have turned off 90% of the time. I'd rather zero crises options than this
  • Blood4daBludGodBlood4daBludGod Registered Users Posts: 1
    I'd also like to see smaller scale events that foreshadow the big invasions later in the campaign.

    A chaos cult is trying to open a portal to Nurgles' realm in one of your provinces. Go to the marker in X turns to fight a warriors of chaos army and prevent it OR a single portal opens and you're forced to fight a much more powerful demon army in Nurgles realm to close it. ( A good way to get those awesome RoC battle maps into IE without the realms themselves)

    An undead faction has found a relic of Nagash and is attempting a ritual to empower themselves. Defeat this legendary lord in X turns or all Undead factions get a boost in autoresolve power, combat stats, and aggression.

    More stuff that messes around with the autoresolve of factions would be cool in general. Rather than just spawning a bunch of armies, make it so the existing factions just start conquering more from various buffs.
  • SoepkiekenSoepkieken Registered Users Posts: 185
    Is 1 turn = 1 year?

    So we have some very old characters by turn 100...
  • MODIDDLY1#9212MODIDDLY1#9212 Registered Users Posts: 2,041
    I'm a bit hopeful for the crisis's that after the first one shows up, they will keep happening every 50-ish turns after the previous one has been defeated just to keep a steady late game threat.
  • lcmiracle#6727lcmiracle#6727 Registered Users Posts: 1,327
    I really want a 'extinct' race to return from a crisis event.

    Say the HE is killed off -- doesn't matter who did it. Then the game could have Tyrion and Teclis return to occupy the Inner Kingdoms, starting from Saphery and Eataine with an alliance or at least a NAP, causing a penalty to public order in every Ulthuan provinces. They will be at war with any faction holding at least one HE-culture settlement. They will also get the LL from their home province -- so Imrik is added to either HE faction when they take Caledor, for example. The crisis event is over either when both factions are destroyed again or all HE provinces are occupied by HE factions. They can get a few variants on this, like Allarielle rebels and she'd get Tyrion at the start, or Imrik and Eltharion returning from exiles with two armies backed by a good number of Dragons and Great eagles. Anyways I think there should always be at least two LLs initiating these comeback events.

    Just so if a NPC LL is gone because faction wipe I will be able fight them if I keep playing. Now, especially with the LLs getting new factions and start positions, many will be very likely have been defeated by AI factions before I even manage to get to where they are. I used to have the recruit defeated LL mod for the A.I.s to get 'lost' LLs but they so rarely even recruits them.
  • BigOlBobcatBigOlBobcat Registered Users Posts: 72
    Crisis events are fine, but they have 2 be 2 things, fair, and difficult, but if they come every 40 turns I'd just to often for it to be either, now a chance every 40 turns with the chance getting increased each time it doesn't activate, and then getting reset upon a crises
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